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authorJoe Ludwig <[email protected]>2013-09-02 11:39:10 -0700
committerJoe Ludwig <[email protected]>2013-09-02 11:39:10 -0700
commita0c29e7dd67abb15c74c85f07741784877edfdcd (patch)
tree35bd6b4580afa14648895b0f321d33a712a5d0fa /mp/src/game/server/episodic/npc_hunter.cpp
parentAdded bloom shader and screenspace effect helpers as examples for the SDK. (diff)
downloadsource-sdk-2013-a0c29e7dd67abb15c74c85f07741784877edfdcd.tar.xz
source-sdk-2013-a0c29e7dd67abb15c74c85f07741784877edfdcd.zip
General:
* Fixed a variety of server browser issues with mods based on this SDK * Fixed many warnings on various platforms * Added source code for fgdlib and raytrace * Updated many source files with the latest shared source from TF2. OSX: * Added support for Xcode 4.6 * Switched OSX builds to use Xcode instead of makefiles * Moved libs from src/lib/osx32 to src/lib/public/osx32 or src/lib/common/osx32 to match windows better. Linux: * Moved libs from src/lib/linux32 to src/lib/public/linux32 or src/lib/common/linux32 to match windows better.
Diffstat (limited to 'mp/src/game/server/episodic/npc_hunter.cpp')
-rw-r--r--mp/src/game/server/episodic/npc_hunter.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/mp/src/game/server/episodic/npc_hunter.cpp b/mp/src/game/server/episodic/npc_hunter.cpp
index fa9daff8..9d7dfd3e 100644
--- a/mp/src/game/server/episodic/npc_hunter.cpp
+++ b/mp/src/game/server/episodic/npc_hunter.cpp
@@ -2199,7 +2199,7 @@ void CNPC_Hunter::PrescheduleThink()
if ( m_flPupilDilateTime < gpGlobals->curtime )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
- if ( pPlayer && !pPlayer->IsIlluminatedByFlashlight( this, NULL ) || !PlayerFlashlightOnMyEyes( pPlayer ) )
+ if ( ( pPlayer && !pPlayer->IsIlluminatedByFlashlight( this, NULL ) ) || !PlayerFlashlightOnMyEyes( pPlayer ) )
{
//Msg( "NOT SHINING FLASHLIGHT ON ME\n" );
@@ -6347,13 +6347,13 @@ void CNPC_Hunter::FootFX( const Vector &origin )
CBaseEntity *CNPC_Hunter::GetEnemyVehicle()
{
if ( GetEnemy() == NULL )
- return false;
+ return NULL;
CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer();
if ( pCCEnemy != NULL )
return pCCEnemy->GetVehicleEntity();
- return false;
+ return NULL;
}